Death`Knell:
This class is an advanced Necromancer.
Prerequisites: You must know all necromancer spells and abilities in order to train in this class.
Animated Dead 1:
Animate a Dead class creature to serve you.
Animated Dead 1:
Animate a Dead class creature to serve you.
Blackened Gaze:
Causes a dead class creature to do your bidding for 1-D6 +1 turns (+1 D6 +1 turns per scroll memorized after learning this spell).
Bloodbane:
After casting this spell on self, any creature that strikes the Death Knell will be drained of 1-D6 blood-points if it fails to pit its constitution vs. the constitution of the caster (or the one who the caster has cast Bloodbane upon).
Subjugation:
Slowly gain steady, growing influence over succumbing
targets within the society this spell is cast within.
Area of Effect:
10 targeted creatures (+5 per point of MS above 30)
and:
10 targeted creatures (+1-D4 additional targeted
creatures per level of the caster above 31st).
Game Master:
This spell can be used for good and evil, at all levels.
It is highly manipulative. Align can be changed by
the way this spell is used by the caster.
Slowly, each targeted creature will become
Deth`Knell Thralls. Once a target finally
succumbs to the full power of this spell, it will
transform into a fully loyal Thrall, naturally
obeying the Deth`Knells every command.
This command can also be a good influence as well.
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Deathweave:
Weave a lengthy spell that gathers the substance of death into a container capable of harboring such dreadful essence. Then use the death essence for certain tasks.
It is a dangerous thing, meddling in the affairs of death.
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Devour Youth:
Drains the years from a targeted creature. Each year drained, the Death`Knell gains 1-D6 +1 spell-points. If spell-points are refilled to maximum, Devour Youth will temporarily store 2 spell-points per year drained from a creature to be used before actual spell-point are used.
Duration of stored spell-points: 24 hours per 7 levels advanced.
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Grim Reaper:
Temporarily enslave an Undead Reaper to do your bidding for 24 hours (+ 24 hours per scroll memorized after learning this spell).
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Tainted Blood:
Prerequisites: The caster must have the Divine Favor, "Tainted Blessing" to learn this spell.
Vampire, or any blood-feeding creature, that drinks the blood of the targeted of this spell will be randomly effected as follows:
%Roll: Tainted Blood effects:
01-10: Coma
11-30: Confusion / Dazed
31-35: Death
36-55: Dreamstate
56-75: Dreamwalk
76-90: Euphoria
91-00: Sleep
Note:
For every 10 times this spell is cast upon a blood-feeding creature, successfully effecting it, the caster will gain the ability to control the outcome of the spell to his or her will. The caster can add +1 or subtract -1 from the "Tainted Blood effects" roll (the maximum chance to sway the outcome of this spell will be +45 or -45).
Example:
For every 10 times I have successfully effected a blood-feeding creature, by the power of this spell, I will gain a -1/+1 to sway the outcome of the random roll when rolling on the above chart. If I have effected a blood-feeding creature 225 times, I would have a -22/+22 sway on the "Tainted Blood effects" chart when rolling on it (I could use -1, or +13, or whatever I desired, up to a -22 or +22 -- this would be up to me, the caster (not the G.M.). In using this spell, and being successfully bitten by a blood-feeding creature, I would master the outcome of its effects to some degree.
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Transfer Spirit:
Uproot the spirit of a living creature and seal it into another living creature.
It is rumored that one can even plant a spirit into a rotted corpse.
For x3 spell-point cost, a spirit can be taken from a living creature and stored in certain objects
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Vampiric Oath:
This ability is only given by living mortals who wish to become a vampire. Once this oath is taken, the mortal will begin to change into a lesser vampire, under the control of the one who leads this transformation.
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Vampiric Strike:
This spell will drain the blood-points from a creature that does not successfully pit its constitution against the Death Knell and win.
Damage: 1-D6 blood-loss (+ 1-D6 per 7 levels advanced).
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Vampiric Weapon:
After casting this spell upon a weapon, the weapon will drain the blood-points from a creature that does not successfully pit its constitution against the wielder when a maximum-strike occurs.
Damage: 1-D6 blood-loss (+ 1-D6 per 7 levels the caster has advanced).